This is part 2 of James Spairana's Team Fortress Classic FAQ.  For the revision history or legal
notice, visit the first part.  Both of those apply to this file as well.

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Map Tips:

2Fort

        *Screenshots of good SG spots can be found at:
         http://www.geocities.com/showtime426/2fort.html

        *The only good sniper spots are on the battlements, and inside the main entrance.

        *If an enemy has SGs up in their ramp room, use the Pyro's Rocket Launcher or the Engy's
         EMP grenade to take it out through the ceiling.  It will take more than one of either.

        *If you're going after the flag, when you emerge from the ramp spiral, go right and drop
         down instead of going through their battlements.

        *The rocket jump can get a soldier into the enemy battlements, or into his own quicker
         if he's carrying the flag.  Also, a skilled rocket jump can get a soldier through the
         hole in the steel grating, which is above the enemy's main entrance.

        *Going underwater can give you safe passage into the enemy base, although not much
         farther than the main entrance.  This seems like an amateur tip, but many people forget
         it.

Well

        *Screenshots of good SG spots can be found at:
         http://www.geocities.com/showtime426/well.html

        *The rocket jump can get you over the bunker in the middle of the map.

        *The demoman can use a detpack to blow apart the underwater grating.

        *If the enemy has many skilled snipers, go through the water when you're capping the
         flag.  That is to say, don't come up for air until you've reached the bunker in the
         middle of the map, and you HAVE to.

        *Good Sniper spots: behind main entrance, in the bunker, in the sniper deck, and on
         either your roof or your enemies' roof.

        *You can get the backpacks in the enemy's attic or respawn, if you can get there.  Go
         through the underwater tunnel in the flag room to get to their respawn, grab a bag,
         and leave before the automated turret gets you.

        *Demomen can sit on the enemy's roof and lay pipebombs in front of the enemy's base, 
         detonate them when the enemy walks over them.  Make sure to have an HW up there to 
         protect the demoman.

Dustbowl

        *Defense needs Engineers, Snipers, Demomen, and HWs more than anything else.

        *Offense can only be hurt by having Snipers and Engineers.

        *Spies are incredibly useful for taking out the huge number of SGs that the defense will
         have.

        *Scouts and medics are useful for capping the flag.

        *Soldiers are indispensable for part three on offense, to take out the SGs from a 
         distance.

        *Good SG spots: near any of the cap points, above the many corridors, overlooking the
         offense's entrance

Rock2

        *Screenshots of good SG spots ca be found at:
         http://www.geocities.com/showtime426/rock2.html

        *Demomen can clear a path in the enemy's underground tunnel, and then a hole in their 
         yard with detpacks.  They can also seal their own tunnels in this way.

        *Don't bring the key back to your own gas chamber.  You have to take it to the enemy's.

        *When one team scores, nerve gas is released, which kills everyone.  There are ways to
         avoid being killed, however:
         Get a suit, located conveniently throught both your and your enemy's bases
         Jump into the water(you MUST be underwater!!!)
         Be inside the Gas Chamber(whichever one the key was brought to) or either Warden's 
         Office

        *You can use the bench and lockers in the enemy's locker room/shower to get on their
         deck.  Use the crouch-jump method(jump, then crouch).

Crossover2

        *Demomen can blow the tunnel to the left of the enemy's main entrance.

        *Good SG spots: nearly anywhere in the yard, on the bridge, in the lobby, in the flag
         area.

        *Snipers and engineers can benefit from using a "grenade jump" to get onto their roof.

        *It's possible to grenade jump into the rafters of your lobby, but it's very hard.

        *Going through the water entrance takes you right to the enemy's flag area.

        *The alcove above the enemy's flag area can be used to snipe from.

        *It's possible to rocket-jump twice to go straight from the enemy flag area to the
         enemy yard.  The first rocket-jump should land you on the small ledge where the
         water entrance is, and the second(a deft one, not the same as normal) can take you
         up to the yard.

Badlands

        *There are many ways to get to many entrances of the enemy base; the side canyons hold 
         two side entrances, and a second path to the main entrance.

        *This is sniper's heaven.  Use the canyons to your advantage; the enemy will have a hard
         time finding you.  Likewise, enemy snipers can do the same.

        *SGs are best placed in the flag area, and in the main entrance area.

        *Soldiers can rocket jump into the enemy flag room; go right from the main entrance
         and you will see a platfrom that you can't jump to regularly.  Rocket jumping onto that
         brings you right to the flag.

        *Demomen can be useful by laying pipebombs directly on the flag.

        *Spies will have a field day with the many side entrances into the enemy base.

        *If an SG outside the enemy's main entrance is giving you trouble, take a soldier
         into the enemy base by going along the canyon walls, and shoot the SG from the enemy's
         own battlements.

These are the most common maps, but there will be more coming.